( function () {
/**
 * Gamma Correction Shader
 * http://en.wikipedia.org/wiki/gamma_correction
 */
const GammaCorrectionShader = {
  uniforms: {
    'tDiffuse': {
      value: null
    }
  },
  vertexShader:
  /* glsl */
  `

		varying vec2 vUv;

		void main() {

			vUv = uv;
			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );

		}`,
  fragmentShader:
  /* glsl */
  `

		uniform sampler2D tDiffuse;

		varying vec2 vUv;

		void main() {

			vec4 tex = texture2D( tDiffuse, vUv );

			gl_FragColor = LinearTosRGB( tex ); // optional: LinearToGamma( tex, float( GAMMA_FACTOR ) );

		}`
};

THREE.GammaCorrectionShader = GammaCorrectionShader;
} )();
